Base PBR-materials scheme

The basic scheme for making a PBR (physically based) node shader in Blender looks like as follows:

Note that all the “ImageTexture” nodes, except for the “Base Color” node, use the “NonColor” colorspace.

Texture pixelization

The simplest way to pixelate texture, procedural or not – get the color from the single pixel and fill the region with required width and height (resolution) with this color.

Here is the gradient texture with red – green – blue colors:

To pixelate it with the first step of resolution we can make some vectors manipulations.